well im getting this now. Some times it will work and sometimes i get this null pointer error.

but a config file did show up and a *noisy* map file showed up....

at java.io.File.<init>(Unknown Source)
at com.ubempire.map.HeightMap.getImage(HeightMap.java:19)
at com.ubempire.map.NoisyMap.onEnable(NoisyMap.java:24)
at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:125)
at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:799)
at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:253)
at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:140)
at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:118)
at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:345)
at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:247)
at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:128)
at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:279)
at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:428)
at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:413)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

@codename_B
Wow I just finished writing a quick windows application to do the same thing. I'm not sure if you're considering this but one thing I did was to give the options of specifying a second image that is colored and would determine the block types above sea level. This way you don't have to write code to randomly generate different areas and users can specify how everything looks and if they want lakes in certain areas, etc. Although judging from this I assume you set transparency to water?

One question in terms of speed and efficiency, did you go pixel by pixel and place blocks up to the height for that xyz coordinate? Or did you do something more clever and if so are you willing to share?

@codename_B
Wow I just finished writing a quick windows application to do the same thing. I'm not sure if you're considering this but one thing I did was to give the options of specifying a second image that is colored and would determine the block types above sea level. This way you don't have to write code to randomly generate different areas and users can specify how everything looks and if they want lakes in certain areas, etc. Although judging from this I assume you set transparency to water?

One question in terms of speed and efficiency, did you go pixel by pixel and place blocks up to the height for that xyz coordinate? Or did you do something more clever and if so are you willing to share?

Click to expand...

It's all hooked into the terrain generation api, what I'm doing is creating an array of integers. I can certainly look into the blocktypes above sea level, at the minute I'm working on getting rid of this wierd bug that has just been uncovered. We have "biomes" to handle "randomly" generated areas though!

I'm very happy to hear that, if you post some screenshots of the heightmap you used and how it turned out I would be very appreciative!

Remember, the smoother the heightmap, the smoother the map. An ideal size for a heightmap is 1000x1000px - which is a decent sized minecraft server map too, so if you have a smaller heightmap and resize it to that size, the terrain will be a lot smoother